Lopke_Quasath
First Post
Travellers of the Path, a prestige class for worshippers of Sean.
First, some background. In this HB world, individual deities rule over specific areas, although their priests may go where they please (alignment willing). Sean was a human who was raised to godhood after all his travels. He rules over a small area, but wants his priests to go abroad, although always respecting the deity whose area they are in. His priests are wanderers, healers, and fierce in their hatred for the undead. Sean's domains are: Good, Healing, Sun, Travel. Sean's priests are usually welcomed wherever they go, bringing healing and news from abroad.
The Travellers of the Path are Sean's Chosen, those who never settle down, but instead choose to go where they are needed, or fancy. They are usually clerics, but it is possible for rangers or druids to become a Traveller (some of the abilities overlap, but there is something in it for all divine magic users. Cleric entry at 6th level (with Travel domain) or 8th level (without Travel domain), Druids and Rangers at 8th).
(This was a mix of several PrC abilities, and I hope it balances out. Please check to see if it is overpowered, and if so, where and how it can be fixed. Thank you)
Requirements
Alignment: Any good (If a Traveller loses/changes their good alignment, all benefits from this PrC are lost until a good alignment is restored).
Skills: Knowledge (Religion) 5 ranks, Survival 5 ranks, Heal 8 ranks.
Feats: Endurance, Self-Sufficient
Spells: Able to cast 2nd level divine spells
Special: Must have Sean as patron deity
Must donate 20% of all wealth to the construction of roads or trails, roadside shelters, places of refuge in harsh environments, hospitals, or other establishments that ease the weariness of travel and pain, in the name of Sean. This donation must be given upon entry into the Traveller PrC and continue to be given for ANY new wealth gained. Should the donation not be paid the Traveller loses all benefits of the PrC and cannot take more levels of the PrC. Payment of the 20% donation and an Atonement restores the PrC and all the lost benefits.
Travellers of the Path
Hit Die: d8
Class Skills: The Travellers class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Spellcraft (Int), and Survival (Wis).
Skill Points at Each Level: 2 + Int modifier
Table: The Traveller
Class Features
Weapon and Armor Proficiency: Travellers gain no weapon or armor proficiencies.
Spells per day: When a new Traveller level is gained, the character gains new spells per day as if they had also gained a level in a spellcasting class they belonged to before adding the prestige class. They do not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before, they must decide to which class they add the new level for purposes of determining spells per day.
Turn Undead: Travellers can turn undead as clerics do. If a Traveller has this ability from another class, her class levels stack to determine her effective turning level.
Woodland Stride (Ex): A Traveller may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her. If a Traveller has this ability from another class, they can share this ability with (Cha modifier, minimum 1) extra companion(s).
Animal Companion (Ex): A Traveller gains a loyal animal companion for their journeys. Treat the Traveller as a druid whose level is equal to the Traveller's class level -3. If a Traveller already has an animal companion from another class, her class levels stack (for example a Druid 7 / Traveller 4 treats their animal companion as a Druid 8).
Low-Light Vision (Ex): To aid in their travels by night, the Traveller gains low-light vision.
Bonus Domain: A Traveller who reaches 5th level is granted another of Sean's domains (Good, Healing, Sun, Travel) as a third cleric domain. He can use the granted power of the new domain, and he can choose from the three spell lists of three domains when selecting his domain spells for the day. A ranger or druid in this PrC can choose 1 domain, gaining the granted power and bonus spell list (but not an extra spell slot).
Darkvision: To find their way, even in the blackest of nights or underground, a Traveller gains Darkvision 60 feet at 6th level. If they already have darkvision, the radius of their existing darkvision increases by 30 feet.
Extra Greater Turning: The Traveller of the Path can perform a Greater Turning 1 extra time per day. If the Traveller can't perform a Greater Turning, they gain the Greater Turning ability 1 / day (as the Sun Domain's granted power). Sean abhors the undead.
Empower Healing (Ex): When a Traveller of the Path of at least 7th level casts a domain spell from the Healing domain, that spell is affected as though by the Empower Spell feat. This spell does not use up a higher-level slot. This ability can be used 2 / day + an additional amount equal to half Wisdom modifier.
Positive Energy Burst (Su): At the cost of 2 normal turning attempts, a Traveller of at least 8th level can use a standard action to create a positive energy burst that deals 1d6 points of damage per class level to all undead creatures within 30 feet. Undead are allowed a Reflex save (DC 10 + the Travellers class level + Cha modifier) for half damage.
Domain Perfection: A Traveller chooses 1 of their existing known domains and achieves perfect knowledge of it.
Good: Perfect Self. The Traveller has travelled far enough to change type to outsider (native) and gains damage reduction 10/magic.
Healing: Perfect Healing (Ex). When a Traveller casts a domain spell from the Healing domain, that spell is affected as though by the Maximize Spell feat. The spell does not use a higher-level slot. This power supersedes the Empower Healing ability. This ability can be used once per day per TofP level.
Sun: Solar Gift. The Traveller gains 1 extra greater turning per day. The Traveller can shed a radiance which acts as natural daylight in a 30 ft radius, at will. They also gain the Extra Turning feat.
Travel: Perfect Movement (Su). The Traveller gains +10 ft. to Speed and doubles the duration of Freedom of Movement allowed by the Travel domain.
Notes:
Changes made after suggestions by posters. Thank you for all comments so far.
The original PrC is here:
[sblock]Travellers of the Path
Hit Die: d8
Class Skills: The Travellers class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Spellcraft (Int), and Survival (Wis).
Skill Points at Each Level: 2 + Int modifier
Table: The Traveller
Class Features
Weapon and Armor Proficiency: Travellers gain no weapon or armor proficiencies.
Spells per day: When a new Traveller level is gained, the character gains new spells per day as if they had also gained a level in a spellcasting class they belonged to before adding the prestige class. They do not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before, they must decide to which class they add the new level for purposes of determining spells per day.
Extra Greater Turning: The Traveller of the Path can perform a Greater Turning an extra times per day equal to their Cha modifier (minimum 1). If the Traveller can't perform a Greater Turning, they gain the Greater Turning ability 1 / day (as the Sun Domain granted power). Sean abhors the undead.
Turn Undead: Travellers can turn undead as clerics do. If a Traveller has this ability from another class, her class levels stack to determine her effective turning level.
Fast Movement (Ex): At 2nd level and higher, a Traveller gains a faster land speed than the norm. They travel swift down the road.
Woodland Stride (Ex): A Traveller may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Empower Healing (Ex): When a Traveller of the Path of at least 3rd level casts a domain spell from the Healing domain, that spell is affected as though by the Empower Spell feat. This spell does not use up a higher-level slot.
Animal Companion (Ex): A Traveller gains a loyal animal companion for their journeys. Treat the Traveller as a druid whose level is equal to the Traveller's class level -3. If a Traveller already has an animal companion from another class, her class levels stack (for example a Druid 7 / Traveller 4 treats their animal companion as a Druid 8).
Low-Light Vision (Ex): To aid in their travels by night, the Traveller gains low-light vision.
Bonus Domain: A Traveller who reaches 5th level is granted another of Sean's domains (Good, Healing, Sun, Travel) as a third cleric domain. He can use the granted power of the new domain, and he can choose from the three spell lists of three domains when selecting his domain spells for the day. A ranger or druid in this PrC can choose 1 domain, gaining the granted power and bonus spell list (but not an extra spell slot).
Maximize Healing (Ex): When a Traveller who is at least 7th level casts a domain spell from the Healing domain, that spell is affected as though by the Maximize Spell feat. The spell does not use a higher-level slot. This power supersedes the Empower Healing ability.
Positive Energy Burst (Su): At the cost of 2 normal turning attempts, a Traveller of at least 8th level can use a standard action to create a positive energy burst that deals 1d6 points of damage per class level to all undead creatures within 30 feet. Undead are allowed a Reflex save (DC 10 + the Travellers class level + Cha modifier) for half damage.
Darkvision: To find their way, even in the blackest of nights or underground, a Traveller gains Darkvision 60 feet at 9th level. If they already have darkvision, the radius of their existing darkvision increases by 30 feet.
Domain Perfection: A Traveller chooses 1 of their existing known domains and achieves perfect knowledge of it.
Good: Perfect Self. The Traveller has travelled far enough to change type to outsider (native) and gains damage reduction 10/magic.
Healing: Supreme Healing (Ex). When a Traveller casts a domain spell from the Healing Domain, that spell is affected as though by both the Empower Spell and the Maximize Spell feats. The spell does not use a higher-level slot.
Sun: Solar Gift. All the Travellers turn attempts are greater turnings. The Traveller sheds a radiance which acts as natural daylight in a 30 ft radius.
Travel: Perfect Movement (Su). The Traveller gains permanent Freedom of Movement, as per the spell.[/sblock]
This was an amalgamation of several PrCs (as I mentioned) and I like the flavor of it. There is lots of choice even within the class, and some abilities may not be used as effectively as others, depending on the characters background. The animal companion, particularly if a cleric takes this PrC, is more for flavor. A friend on the long road.
Please reply with your thoughts, comments, criticisms, questions, and improvements.
Cheers
First, some background. In this HB world, individual deities rule over specific areas, although their priests may go where they please (alignment willing). Sean was a human who was raised to godhood after all his travels. He rules over a small area, but wants his priests to go abroad, although always respecting the deity whose area they are in. His priests are wanderers, healers, and fierce in their hatred for the undead. Sean's domains are: Good, Healing, Sun, Travel. Sean's priests are usually welcomed wherever they go, bringing healing and news from abroad.
The Travellers of the Path are Sean's Chosen, those who never settle down, but instead choose to go where they are needed, or fancy. They are usually clerics, but it is possible for rangers or druids to become a Traveller (some of the abilities overlap, but there is something in it for all divine magic users. Cleric entry at 6th level (with Travel domain) or 8th level (without Travel domain), Druids and Rangers at 8th).
(This was a mix of several PrC abilities, and I hope it balances out. Please check to see if it is overpowered, and if so, where and how it can be fixed. Thank you)
Requirements
Alignment: Any good (If a Traveller loses/changes their good alignment, all benefits from this PrC are lost until a good alignment is restored).
Skills: Knowledge (Religion) 5 ranks, Survival 5 ranks, Heal 8 ranks.
Feats: Endurance, Self-Sufficient
Spells: Able to cast 2nd level divine spells
Special: Must have Sean as patron deity
Must donate 20% of all wealth to the construction of roads or trails, roadside shelters, places of refuge in harsh environments, hospitals, or other establishments that ease the weariness of travel and pain, in the name of Sean. This donation must be given upon entry into the Traveller PrC and continue to be given for ANY new wealth gained. Should the donation not be paid the Traveller loses all benefits of the PrC and cannot take more levels of the PrC. Payment of the 20% donation and an Atonement restores the PrC and all the lost benefits.
Travellers of the Path
Hit Die: d8
Class Skills: The Travellers class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Spellcraft (Int), and Survival (Wis).
Skill Points at Each Level: 2 + Int modifier
Table: The Traveller
Code:
[u]L BAB F / R / W Special[/u]
1 +0 +2 /+0 /+2 Turn Undead
2 +1 +3 /+0 /+3 Woodland Stride
3 +2 +3 /+1 /+3 -
4 +3 +4 /+1 /+4 Animal Companion, Low-Light Vision
5 +3 +4 /+1 /+4 Bonus Domain
6 +4 +5 /+2 /+5 Darkvision, Extra Greater Turning
7 +5 +5 /+2 /+5 Empower Healing
8 +6 +6 /+2 /+6 Positive Energy Burst
9 +6 +6 /+3 /+6 -
10 +7 +7 /+3 /+7 Domain Perfection
Class Features
Weapon and Armor Proficiency: Travellers gain no weapon or armor proficiencies.
Spells per day: When a new Traveller level is gained, the character gains new spells per day as if they had also gained a level in a spellcasting class they belonged to before adding the prestige class. They do not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before, they must decide to which class they add the new level for purposes of determining spells per day.
Turn Undead: Travellers can turn undead as clerics do. If a Traveller has this ability from another class, her class levels stack to determine her effective turning level.
Woodland Stride (Ex): A Traveller may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her. If a Traveller has this ability from another class, they can share this ability with (Cha modifier, minimum 1) extra companion(s).
Animal Companion (Ex): A Traveller gains a loyal animal companion for their journeys. Treat the Traveller as a druid whose level is equal to the Traveller's class level -3. If a Traveller already has an animal companion from another class, her class levels stack (for example a Druid 7 / Traveller 4 treats their animal companion as a Druid 8).
Low-Light Vision (Ex): To aid in their travels by night, the Traveller gains low-light vision.
Bonus Domain: A Traveller who reaches 5th level is granted another of Sean's domains (Good, Healing, Sun, Travel) as a third cleric domain. He can use the granted power of the new domain, and he can choose from the three spell lists of three domains when selecting his domain spells for the day. A ranger or druid in this PrC can choose 1 domain, gaining the granted power and bonus spell list (but not an extra spell slot).
Darkvision: To find their way, even in the blackest of nights or underground, a Traveller gains Darkvision 60 feet at 6th level. If they already have darkvision, the radius of their existing darkvision increases by 30 feet.
Extra Greater Turning: The Traveller of the Path can perform a Greater Turning 1 extra time per day. If the Traveller can't perform a Greater Turning, they gain the Greater Turning ability 1 / day (as the Sun Domain's granted power). Sean abhors the undead.
Empower Healing (Ex): When a Traveller of the Path of at least 7th level casts a domain spell from the Healing domain, that spell is affected as though by the Empower Spell feat. This spell does not use up a higher-level slot. This ability can be used 2 / day + an additional amount equal to half Wisdom modifier.
Positive Energy Burst (Su): At the cost of 2 normal turning attempts, a Traveller of at least 8th level can use a standard action to create a positive energy burst that deals 1d6 points of damage per class level to all undead creatures within 30 feet. Undead are allowed a Reflex save (DC 10 + the Travellers class level + Cha modifier) for half damage.
Domain Perfection: A Traveller chooses 1 of their existing known domains and achieves perfect knowledge of it.
Good: Perfect Self. The Traveller has travelled far enough to change type to outsider (native) and gains damage reduction 10/magic.
Healing: Perfect Healing (Ex). When a Traveller casts a domain spell from the Healing domain, that spell is affected as though by the Maximize Spell feat. The spell does not use a higher-level slot. This power supersedes the Empower Healing ability. This ability can be used once per day per TofP level.
Sun: Solar Gift. The Traveller gains 1 extra greater turning per day. The Traveller can shed a radiance which acts as natural daylight in a 30 ft radius, at will. They also gain the Extra Turning feat.
Travel: Perfect Movement (Su). The Traveller gains +10 ft. to Speed and doubles the duration of Freedom of Movement allowed by the Travel domain.
Notes:
Changes made after suggestions by posters. Thank you for all comments so far.
The original PrC is here:
[sblock]Travellers of the Path
Hit Die: d8
Class Skills: The Travellers class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Spellcraft (Int), and Survival (Wis).
Skill Points at Each Level: 2 + Int modifier
Table: The Traveller
Code:
L BAB F / R / W Special
1 +0 +2 /+0 /+2 Extra Greater Turning, Turn Undead
2 +1 +3 /+0 /+3 Fast Movement +5 ft, Woodland Stride
3 +2 +3 /+1 /+3 Empower Healing
4 +3 +4 /+1 /+4 Animal Companion, Low-Light Vision
5 +3 +4 /+1 /+4 Bonus Domain
6 +4 +5 /+2 /+5
7 +5 +5 /+2 /+5 Maximize Healing
8 +6 +6 /+2 /+6 Positive Energy Burst
9 +6 +6 /+3 /+6 Fast Movement +10 ft, Darkvision
10 +7 +7 /+3 /+7 Domain Perfection
Class Features
Weapon and Armor Proficiency: Travellers gain no weapon or armor proficiencies.
Spells per day: When a new Traveller level is gained, the character gains new spells per day as if they had also gained a level in a spellcasting class they belonged to before adding the prestige class. They do not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before, they must decide to which class they add the new level for purposes of determining spells per day.
Extra Greater Turning: The Traveller of the Path can perform a Greater Turning an extra times per day equal to their Cha modifier (minimum 1). If the Traveller can't perform a Greater Turning, they gain the Greater Turning ability 1 / day (as the Sun Domain granted power). Sean abhors the undead.
Turn Undead: Travellers can turn undead as clerics do. If a Traveller has this ability from another class, her class levels stack to determine her effective turning level.
Fast Movement (Ex): At 2nd level and higher, a Traveller gains a faster land speed than the norm. They travel swift down the road.
Woodland Stride (Ex): A Traveller may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Empower Healing (Ex): When a Traveller of the Path of at least 3rd level casts a domain spell from the Healing domain, that spell is affected as though by the Empower Spell feat. This spell does not use up a higher-level slot.
Animal Companion (Ex): A Traveller gains a loyal animal companion for their journeys. Treat the Traveller as a druid whose level is equal to the Traveller's class level -3. If a Traveller already has an animal companion from another class, her class levels stack (for example a Druid 7 / Traveller 4 treats their animal companion as a Druid 8).
Low-Light Vision (Ex): To aid in their travels by night, the Traveller gains low-light vision.
Bonus Domain: A Traveller who reaches 5th level is granted another of Sean's domains (Good, Healing, Sun, Travel) as a third cleric domain. He can use the granted power of the new domain, and he can choose from the three spell lists of three domains when selecting his domain spells for the day. A ranger or druid in this PrC can choose 1 domain, gaining the granted power and bonus spell list (but not an extra spell slot).
Maximize Healing (Ex): When a Traveller who is at least 7th level casts a domain spell from the Healing domain, that spell is affected as though by the Maximize Spell feat. The spell does not use a higher-level slot. This power supersedes the Empower Healing ability.
Positive Energy Burst (Su): At the cost of 2 normal turning attempts, a Traveller of at least 8th level can use a standard action to create a positive energy burst that deals 1d6 points of damage per class level to all undead creatures within 30 feet. Undead are allowed a Reflex save (DC 10 + the Travellers class level + Cha modifier) for half damage.
Darkvision: To find their way, even in the blackest of nights or underground, a Traveller gains Darkvision 60 feet at 9th level. If they already have darkvision, the radius of their existing darkvision increases by 30 feet.
Domain Perfection: A Traveller chooses 1 of their existing known domains and achieves perfect knowledge of it.
Good: Perfect Self. The Traveller has travelled far enough to change type to outsider (native) and gains damage reduction 10/magic.
Healing: Supreme Healing (Ex). When a Traveller casts a domain spell from the Healing Domain, that spell is affected as though by both the Empower Spell and the Maximize Spell feats. The spell does not use a higher-level slot.
Sun: Solar Gift. All the Travellers turn attempts are greater turnings. The Traveller sheds a radiance which acts as natural daylight in a 30 ft radius.
Travel: Perfect Movement (Su). The Traveller gains permanent Freedom of Movement, as per the spell.[/sblock]
This was an amalgamation of several PrCs (as I mentioned) and I like the flavor of it. There is lots of choice even within the class, and some abilities may not be used as effectively as others, depending on the characters background. The animal companion, particularly if a cleric takes this PrC, is more for flavor. A friend on the long road.
Please reply with your thoughts, comments, criticisms, questions, and improvements.
Cheers
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